FEATURES (from a 5-lens audit: UX friction, feature gaps, bug hunt, visual quality, discoverability): - ACES filmic tone mapping + per-preset exposure. grammar.js runs physical sun intensities of 1.2-3.4; with NoToneMapping every lit face clipped to white and a warm key rendered neutral. Single biggest look win in the app. - Real shadows: PCFSoft, a shadow box fitted to the scene's bounds, and plates that no longer double as the shadow catcher (dedicated ShadowMaterial). - A Render button in the scene bar. finalRender had ZERO callers - the app's deliverable was console-only. - Save actually saves the stage you built (gizmo moves, inspector edits), and Save/Load stop lying about what happened. - 2x supersample + lanczos downscale; correct bt709 tagging and faststart. - Frame guide, camera-from-view, dock counts, delete confirmations. DEFECTS FOUND BY ADVERSARIAL REVIEW AND FIXED (all reproduced first): - BLOCKER: save wrote the playhead pose over the authored rest transform of keyed entities, so every save produced a different file. - renders were converted with the bt601 matrix while tagged bt709. - deleting an unkeyed camera stranded its cut -> scene 422s forever. - corner plates showed one photo at two exposures across the fold. - exposure was advertised as keyable but nothing keyed it, so a second lighting preset permanently poisoned the first. - the audio pre-flight could never fire (FastAPI does not route HEAD -> 405). - the two render buttons were not mutually exclusive. - frame guide letterboxed a narrow viewport that the render does not crop. ORCHESTRATOR (round 3): dangling camera cuts are pruned in Timeline.toJSON and skipped by cutCameraAt, rather than trying to keep every undo history clean - deleting a camera spans Stage (no undo) and Timeline (undo), so any older entry can resurrect a cut for a dead camera. Verified against the real validator. Also replaced a VACUOUS test that drained a stack whose only entry was a seeded no-op; timeline_test.mjs now replays both real histories and discriminates. Verified: 4 JS suites + 23 server groups + render client green; blocker repro now preserves the authored rest at every playhead position; save round-trips 200 with zero dangling cuts; zero console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
196 lines
10 KiB
JavaScript
196 lines
10 KiB
JavaScript
// render.js — draft + final video capture (Lane C, PLAN §4.3 / C-server §C5).
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// Talks to Stage/Timeline through their public APIs only. No three.js import.
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//
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// draftRecord(stage, timeline) -> Promise<Blob> quick webm via MediaRecorder
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// finalRender(stage, timeline, opts) -> Promise<url> deterministic PNG->ffmpeg mp4
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//
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// The pieces finalRender is built from are exported too — web/film.js drives the
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// same loop once per shot of a multi-shot sequence (M8-C), so the frame-post path
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// exists exactly once.
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// All URLs are RELATIVE: the app serves at / locally and /scenegod/ in prod.
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const sleep = ms => new Promise(r => setTimeout(r, ms));
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// --- draft: record the live canvas while the timeline plays, once through ----
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export function draftRecord(stage, timeline, { fps = 30, mimeType = 'video/webm' } = {}) {
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const stream = stage.renderer.domElement.captureStream(fps);
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const rec = new MediaRecorder(stream, MediaRecorder.isTypeSupported(mimeType) ? { mimeType } : {});
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const chunks = [];
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rec.ondataavailable = e => e.data.size && chunks.push(e.data);
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return new Promise((resolve, reject) => {
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rec.onstop = () => resolve(new Blob(chunks, { type: rec.mimeType || 'video/webm' }));
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rec.onerror = reject;
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rec.start();
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timeline.seek(0);
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timeline.play();
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const stop = timeline.onTick(t => {
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if (t >= timeline.duration) { timeline.pause(); rec.stop(); if (typeof stop === 'function') stop(); }
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});
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});
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}
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// --- render-session primitives (shared with film.js) -------------------------
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// Render at exactly width x height, then put the viewport back however fn ends.
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// canvas.width/height are DEVICE pixels (CSS size x devicePixelRatio) but setSize
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// multiplies by the ratio AGAIN — restoring those grew the viewport buffer by dpr
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// per render on a retina Mac (4x the pixels after one film, 16x after two, until a
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// window resize). Snapshot the CSS size instead; clientWidth is 0 while the panel
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// is hidden, so fall back to device/dpr. (No three import here — header rule.)
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export async function withRenderSize(stage, width, height, fn) {
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const canvas = stage.renderer.domElement;
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const dpr = stage.renderer.getPixelRatio() || 1;
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const prev = { w: canvas.clientWidth || Math.round(canvas.width / dpr),
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h: canvas.clientHeight || Math.round(canvas.height / dpr), dpr };
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stage.renderer.setPixelRatio(1);
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stage.renderer.setSize(width, height, false); // false = don't touch CSS size
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try { return await fn(); }
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finally {
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stage.renderer.setPixelRatio(prev.dpr);
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stage.renderer.setSize(prev.w, prev.h, false);
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}
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}
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// Supersample factor: render 2x the deliverable and let ffmpeg's lanczos resolve
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// it (server vf_args). MSAA only cleans geometry edges — shading and texture
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// aliasing (fences, foliage, hair cards, specular sparkle) crawl frame to frame
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// without this. Forced off above 1080p: a 4K x2 buffer blows past sane texture
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// limits and pushes PNG frames at the body cap.
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export function ssFactor(width, height, ss = 2) {
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return (width > 1920 || height > 1080) ? 1 : Math.max(1, ss | 0);
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}
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export async function beginRender({ name = 'scene', fps = 30, width = 1920, height = 1080 } = {}) {
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return postJSON('render/begin', { name, fps, width, height });
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}
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// Stage._chrome(true) re-shows editor chrome after every PAUSED frame by forcing
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// visible = true on the TransformControls object — including when detach() had
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// just set it to false. three r160's TransformControls is a scene-added Object3D
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// (index.html pins three@0.160.0; stage.js does scene.add(tc)) whose attach/detach
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// drive `.visible` directly, and stage.select() detaches whenever nothing is
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// selected OR a frustum-fitted plate is. So a render started from those states used
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// to END with a ghost gizmo floating at the last object's position, inert until the
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// next click — the exact class of bug pause() was added to kill.
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// Re-running select() with the id Stage already holds re-runs attach/detach and puts
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// the gizmo back where the selection says it should be. Cheap and idempotent.
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// The real fix is stage.js saving/restoring visibility instead of forcing it (Lane A
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// owns that file — logged as a REQUEST); this is the render-side guarantee that our
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// pause() cannot leave the editor damaged. Skipped when the Stage has no `_selected`
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// field: unknown shape, don't guess a selection.
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function restoreSelectionChrome(stage) {
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if (typeof stage.select !== 'function' || !('_selected' in stage)) return;
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const id = stage._selected ?? null;
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// film.js swaps the whole scene between shots, so the remembered id can be gone
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// by now — re-selecting it would point Stage at an entity that no longer exists.
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const alive = id != null && (typeof stage.getEntity !== 'function' || !!stage.getEntity(id));
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stage.select(alive ? id : null);
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}
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// Step [from, to) on the timeline and post those frames as 0..n-1 of renderId.
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// Deterministic: timeline.step() is seek+evaluate, never wall-clock.
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// stage.pause() is the ONLY thing that sets Stage._paused, and _render hides editor
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// chrome (gizmo arrows, the 60x60 grid across the backdrop, the other cameras' cyan
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// cones) only while paused — SYNC7's _chrome() was dead code because nobody pulled
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// this trigger, so every frame of every mp4 carried them. It also stops the rAF
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// director loop competing for the GPU at render size. Idempotent (_paused is a plain
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// boolean), so film.js calling this once per shot is fine; try/finally so a failed
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// frame POST can never leave the editor frozen.
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// pause/resume are REQUIRED, not optional-chained: the picture is wrong without them
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// and a `?.` no-op would put the gizmo back in every mp4 with every test still green.
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// They are not in PLAN §4.2's Stage list, so scripts/test_render_client.mjs reads the
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// real web/stage.js and fails if either one stops existing.
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export async function captureFrames(stage, timeline, { renderId, from = 0, to, onProgress } = {}) {
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const canvas = stage.renderer.domElement;
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const total = Math.max(0, to - from);
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const inflight = new Set();
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// A POST that fails while nobody happens to be awaiting it used to VANISH: the
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// .finally() pulls it out of `inflight`, so neither the race nor the final
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// Promise.all ever sees the rejection. Measured: with only frame 3 failing,
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// captureFrames RESOLVED with 29/30 frames stored (plus an unhandled rejection),
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// ffmpeg's %06d demuxer then stops dead at the gap and you get a short mp4 with
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// state=done. Catch every rejection into `failure` and re-throw it — the render
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// fails loudly, at the frame that broke.
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let failure = null;
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if (typeof stage.pause !== 'function' || typeof stage.resume !== 'function')
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throw new Error('render: Stage must implement pause()/resume() — without them the gizmo, ' +
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'grid and camera cones bake into every frame');
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stage.pause();
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try {
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for (let f = from; f < to; f++) {
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timeline.step(f);
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if (stage.syncVideos) await stage.syncVideos(timeline.time); // M6 video plates: seek + wait 'seeked'
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stage.renderActiveCamera(null); // draw active cam (or director cam) to main canvas
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const blob = await new Promise(res => canvas.toBlob(res, 'image/png'));
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while (inflight.size >= 4) await Promise.race(inflight); // backpressure: <=4 in flight
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const n = f - from;
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const p = fetch(`render/${renderId}/frame/${n}`, { method: 'POST', body: blob })
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.then(r => { if (!r.ok) throw new Error(`frame ${n}: ${r.status}`); })
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.catch(e => { failure = failure || e; }) // remembered, so it can't be lost...
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.finally(() => inflight.delete(p));
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inflight.add(p);
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if (failure) throw failure; // ...and fail fast, not 200 frames later
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onProgress?.(n + 1, total);
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}
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await Promise.all(inflight);
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if (failure) throw failure;
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} finally {
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stage.resume(); // resume() swallows the paused clock gap: mixers don't jump
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restoreSelectionChrome(stage); // _chrome(true) forced the detached gizmo visible
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}
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return total;
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}
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// extra: {intermediate:true} from film.js — a shot mp4 is re-encoded by the concat,
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// so the server gives it a finer crf (one lossy generation that matters, not two).
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export async function endRender(renderId, audio = [], extra = {}) {
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return postJSON(`render/${renderId}/end`, { audio, ...extra }); // scene audio[] muxed by ffmpeg
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}
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export async function pollRender(renderId, every = 500) {
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let st;
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do { await sleep(every); st = await getJSON(`render/${renderId}/status`); }
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while (st.state === 'queued' || st.state === 'encoding');
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if (st.state !== 'done') throw new Error('encode failed: ' + (st.log || st.state));
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return `render/${renderId}/out.mp4`;
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}
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// --- final: step frame-by-frame (deterministic), upload PNGs, ffmpeg encode ---
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export async function finalRender(stage, timeline, opts = {}) {
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const { fps = 30, width = 1920, height = 1080, name = 'scene', audio = [], onProgress } = opts;
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// render big, deliver at width x height: begin/meta.json still describes the
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// DELIVERABLE, and the server downscales the frames (vf_args). A uniform
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// scale doesn't change aspect, and stage._render only refits backdrops when the
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// aspect changes — framing is untouched.
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const ss = ssFactor(width, height, opts.ss);
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return withRenderSize(stage, width * ss, height * ss, async () => {
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const total = Math.max(1, Math.round(timeline.duration * fps));
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const { renderId } = await beginRender({ name, fps, width, height });
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await captureFrames(stage, timeline, { renderId, from: 0, to: total, onProgress });
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await endRender(renderId, audio);
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return pollRender(renderId);
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});
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}
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// trigger a browser download of a blob or url (draft webm / final mp4)
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export function download(blobOrUrl, filename) {
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const a = document.createElement('a');
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a.href = typeof blobOrUrl === 'string' ? blobOrUrl : URL.createObjectURL(blobOrUrl);
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a.download = filename;
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a.click();
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if (typeof blobOrUrl !== 'string') setTimeout(() => URL.revokeObjectURL(a.href), 1000);
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}
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export async function postJSON(url, body) {
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const r = await fetch(url, { method: 'POST', headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(body) });
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if (!r.ok) throw new Error(`${url}: ${r.status} ${await r.text().catch(() => '')}`.trim());
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return r.json();
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}
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export async function getJSON(url) {
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const r = await fetch(url);
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if (!r.ok) throw new Error(`${url}: ${r.status}`);
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return r.json();
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}
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